Storyteller Shadow's Multi Game Recruitment Thread


Recruitment

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Submissions for Werewolf the Apocalypse

Shadow Lord - Lupus - Ahroun. Submitted by Edelsmirge.

Name TBD. Shadow Lord - TBD - TBD. Played by Michele Marra.

Name TBD. Glass Walker - Homid - Ragbash. Submitted Talomyr.

Name TBD. This shit is all real secret... Submitted by Seth86.

Name TBD. Wendigo - Ahroun - Metis. (Tentative) Submitted by The Wyrm Ouroboros.


Submissions/Interest for Dragonlance

Bakali - Druid. Submitted by William Nightmoon.

TBD - F. Castor.

Human Cleric of Mishakal - Jason Rodarte.

Minotaur - That Sean Fellow.

Again, one more slot available here as well though the Recruitment for this will be the last one completed.


Just wanted to ask, is this okay so far. I want to make sure Lizardfolk are similar enough to Bakali that I don't need major changes.


DM Lycan wrote:
I will try to get all of my thoughts together on this tonight as my weekend plans radically shifted with my wife getting sick today. Look for a post from me later tonight where I will finalize the submission format as to Templates and what books we will use. Also, MG I like the idea of specific Skills for different Lycans and I will shift around the bonuses and minuses to Attributes based on different Lycan types.

Uh-oh! Hopefully she gets better quickly!

Looking forward to seeing what rules we're using, though. :D


Fury of the Tempest:
According to the Lords of the Wild playtest, the moonlight meditant possesses a unique strain of lycanthropy, having altered his curse and returned himself to an approximation of his original being.

So essentially, you will NOT be a Lycan, more of a "reformed" Lycan.

I am fine with the Gifted Blade Manifesting as that is what Dreamscarred Press appears to recommend.


Alright, I have read through - Lords of the Wild, Bite Me, Blood of the Moons and the Lycan Template (albeit briefly not in depth).

I approve of the Skinwalker Race from Blood of the Moons.

I approve of the Traits created in Bite Me!

From Lords of the Wild I approve of the Moonlight Meditant though see my questions above Fury.

For the +1 CR Template, I will create a Hybrid of all 3 based on what was written and keeping in mind that only some of you will be Werewolves. I will craft that Template tonight (at least for as long as I can stay awake) and post it in the DM Lycan Profile.

This way you can start revising and creating characters as early as tomorrow.

This is a work in progress so feel free to voice any concerns you have about my choices.


Zsar Kizar wrote:
Just wanted to ask, is this okay so far. I want to make sure Lizardfolk are similar enough to Bakali that I don't need major changes.

I'll probably look at this tomorrow evening or Monday as I want to get this Lycanthrope Template settled tonight.


Well my phone has been acting up so typing most of that has been a un-wanted hassle.


I think I may still need to level out the benefits received by the base animal form. For now I have a working draft you can all take a look at in this profile.


Here you go. The following is the crunch for the character I am considering for the Dragonlance game. As a magus he is certainly a bit more skilled at fighting without his magic than the average wizard, but he is not actually going down the gish route; I will mostly be focusing on the spellcasting aspect of the class rather than the blending-sword-and-spell one.

Eldren Vacaris, Aspiring Wizard of High Sorcery:
ELDREN VACARIS CR 1/2
Male Human (Abanasinian) Magus (Hexcrafter, Staff Magus) 1
N Medium Humanoid (Human)
Init +4; Senses Perception +8
--------------------
DEFENSE
--------------------
AC 14, touch 12, flat-footed 12. . (+2 armor, +2 Dex)
hp 10 (1d8+2)
Fort +4, Ref +2, Will +3
Defensive Abilities None
--------------------
OFFENSE
--------------------
Spd 30 ft.
Melee Quarterstaff +2 (1d6+3/20/x2/bludgeoning) or
. . Quarterstaff +0 (1d6+2/20/x2/bludgeoning) with Spell Combat or
. . Dagger +2 (1d4+2/19-20/x2/piercing or slashing) or
. . Unarmed strike +2 (1d3+2/20/x2/bludgeoning, nonlethal)
Ranged Dagger +2 (1d4+2/19-20/x2/10 ft./piercing or slashing)
Special Attacks Spell Combat
--------------------
SPELLCASTING
--------------------
Magus Spells Prepared (CL 1st/2nd vs. dispel; concentration +4)
1st - color spray (DC 14), shield
0 (at will) - acid splash, daze (DC 13), detect magic
--------------------
STATISTICS
--------------------
Str 14, Dex 14, Con 14, Int 17, Wis 12, Cha 11
Base Atk +0; CMB +2; CMD 14
Feats Education, Quarterstaff Master, Quick Thinking
Traits Outcast's Intuition, Seeker, World Traveler
Drawbacks Foul Brand
Skills (Trained) Knowledge (Arcana) +7, Knowledge (History) +7, Knowledge (Local) +7, Knowledge (Nature) +7, Knowledge (Religion) +7, Perception +8, Profession (Herbalist) +5, Sense Motive +6, Spellcraft +7
Skills (Untrained) Acrobatics +2, Appraise +3, Bluff +0, Climb +2, Craft +3, Diplomacy +1, Disguise -1, Escape Artist +2, Fly +2, Heal +1, Intimidate +0, Perform +0, Ride +2, Stealth +2, Survival +1 (+3 to avoid becoming lost), Swim +2
Languages Abanasinian, Common, Dwarven, Elven, Magius
SQ Arcane Pool (4/day), Bonus Feat (Human), Skilled
Combat Gear Quarterstaff, dagger, leather, spell component pouch; Other Gear Traveler's outfit, masterwork backpack (23.5 lbs: bedroll, blanket, ink (black), inkpen, mess kit, shaving kit, soap, spellbook, torch x2, trail rations x4, twine (50 ft.), waterskin), belt pouch (0.5 lbs: compass, flint and steel), belt pouch (1 lb: acid), belt pouch (1.12 lbs: money)
Magic Items None
Oils None; Potions None; Scrolls None
Money 10 platinum pieces, 35 gold pieces, 5 silver pieces, 6 copper pieces; Other Wealth None


Here's my entry for the Dragonlance game. A Minotaur Brawler.

Red-Ohn Gathas, Red Warrior of Mithas

Background:
Red-Ohn Gathas can't trace his lineage which is looked down upon among his own people. So after a constant struggle at home on Mithas, he thought the best thing to do was to go out in the world and try and bring honour to his adoptive family. Because of not being able to find out about his bloodline, we was getting into scraps with other minotaurs fairly often and has a short temper when it comes to bullies.
It's hi first time away from Mithas and vows to return and bring honor to his name and home. But being out experiencing the rest of Krynn for the first time, he has an almost child like awe in almost everything new he see's.
Red-Ohn Gathas, or Red to his friends, so named for the fiery red fur that covers his body, wears a leather baldric carrying several javelins, a leather skirt and with sturdy wrappings along his forearms and fists. His horns stretch and one and a half feet long are unadorned and his has a soft kindness in his brown eyes. That is, unless you piss him off.

Character Sheet:
Red-Ohn Gathas
Male minotaur (dragonlance) brawler 1 (Pathfinder RPG Advanced Class Guide 23)
Medium
Init +1; Senses darkvision 60 ft.; Perception +7
--------------------
Defense
--------------------
AC 16, touch 11, flat-footed 15 (+4 armor, +1 Dex, +1 natural)
hp 13 (1d10+3)
Fort +4, Ref +3, Will +1
--------------------
Offense
--------------------
Speed 30 ft.
Melee unarmed strike +6 (1d6+5) or
. . gore +6 (1d6+7)
Ranged javelin +2 (1d6+5)
Special Attacks martial flexibility 4/day
--------------------
Statistics
--------------------
Str 20, Dex 12, Con 14, Int 8, Wis 13, Cha 12
Base Atk +1; CMB +6; CMD 17
Feats Improved Unarmed Strike, Snapping Turtle Style[UC]
Skills Climb +7, Intimidate +3, Perception +7, Swim +9
Languages Common, Custom Language
SQ brawler's cunning, martial training
Other Gear lamellar (leather) armor[UC], javelin (6), backpack, bedroll, belt pouch, flint and steel, hemp rope (50 ft.), torch (10), trail rations (5), waterskin, 75 gp
--------------------
Special Abilities
--------------------
Brawler's Cunning (Ex) Count as Int 13 for the purpose of combat feat pre-requisites.
Darkvision (60 feet) You can see in the dark (black and white only).
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Martial Flexibility (move action, 4/day) (Ex) As a Move action, gain a combat feat for 1 min. More gained for greater actions.
Martial Training (Ex) Brawler levels count as fighter/monk levels for feat/item pre-reqs and effects.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Snapping Turtle Style +1 Gain +1 shield bonus to AC when at least one hand is free

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.

Please let me know if I forgot anything or got anything wrong with the Minotaur build since I had to change it from the normal PF Minotaur. Thanks.


Zsar is finished, save perhaps for a few things. Mostly I still need to put his attacks in a spoiler but that's about it.


Are we going to have a Solamnic connection


Terevalis Unctio of House Mysti wrote:
Are we going to have a Solamnic connection

Initially I am strongly considering Ergoth/Tarsis as the starting location.


Okay. I could then be Silvanesti from House Clerist?


Terevalis Unctio of House Mysti wrote:
Okay. I could then be Silvanesti from House Clerist?

Sure though the Kinslayer Wars were pretty recent so the Silvanesti are not exactly on friendly terms with the Ergothians.

Still, Silvanesti would have ties with Tarsis through trade. I think I may even start in Tarsis, you know back when it WAS a port city! :-)


Maybe she is on a diplomatic mission?

Hurudithya Griffontamer
Female elf cleric (divine paragon) of Quenesti Pah 1 ( Pathfinder Player Companion: Divine Anthology 15)
NG Medium humanoid (elf)
Init +3; Senses darkvision 60 ft., low-light vision; Perception +4
—————
Defense
—————
AC 17, touch 13, flat-footed 14 (+4 armor, +3 Dex)
hp 9 (1d8+1)
Fort +2, Ref +3, Will +4; +2 vs. enchantments
Immune sleep
—————
Offense
—————
Speed 30 ft. (20 ft. in armor)
Melee quarterstaff +1 (1d6+1)
Special Attacks channel positive energy 5/day (DC 13, 1d6)
Domain Spell-Like Abilities (CL 1st; concentration +3)
5/day—rebuke death (1d4)
Cleric (Divine Paragon) Spells Prepared (CL 1st; concentration +3)
1st—cure light wounds D, protection from evil , shield of faith
0 (at will)— detect magic , enhanced diplomacy , stabilize
D Domain spell; Domains Community, Healing
—————
Statistics
—————
Str 12, Dex 16, Con 11, Int 13, Wis 15, Cha 15
Base Atk +0; CMB +1; CMD 14
Feats Deific Obedience, Selective Channeling
Traits battlefield disciple, sacred conduit
Skills Acrobatics +1 (-3 to jump), Heal +6 (+8 to stabilize a dying creature), Knowledge (arcana) +6,
Perception +4, Spellcraft +6 (+8 to identify magic item properties); Racial Modifiers +1 Knowledge
(arcana), +2 Perception, +1 Spellcraft, +2 Spellcraft to identify magic item properties
Languages Common, Elven, Goblin
SQ devoted domain, divine brand, elven magic
Other Gear armored coatAPG, quarterstaff, 100 gp
—————
Special Abilities
—————
Cleric (Divine Paragon) Domain (Community) Granted Powers: Your touch can heal wounds, and your
presence instills unity and strengthens emotional bonds.
Cleric (Divine Paragon) Domain (Healing) Granted Powers: Your touch staves off pain and death, and
your healing magic is particularly vital and potent.
Cleric Channel Positive Energy 1d6 (5/day, DC 13) (Su) Positive energy heals the living and harms the
undead; negative has the reverse effect.
Darkvision (60 feet) You can see in the dark (black and white only).
Deific Obedience Purify yourself daily to prove devotion to a deity and gain benefits.
Devoted Domain (Cleric [Divine Paragon] Domain [Healing]) Gain domain powers of only one domain,
and obediences gained earlier.
Divine Brand (Ex) Brand appears on body which can be used as holy symbol.
Elven Immunities - Sleep You are immune to magic sleep effects.
Elven Magic +2 to spellcraft checks to determine the properties of a magic item.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
p1
Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.
Rebuke Death (5/day) (Sp) As a standard action, touch heals 1d4 dam to negative HP target.
Selective Channeling Exclude targets from the area of your Channel Energy.


Looking at this archetype it is a way to get the evangelist without getting the evangelist PRC. Up to your approval. If not I have another way to get it, maybe a half-elf with merciful healer? I was thinking of her obedience being, which is just like Sarenrae's

The Healing Hand values the redemptive powers of compassion and patience, and extends them to all who might be capable of good. Offer to heal a stranger of his wounds, either by using the powers granted to you by Mishakel or with a potion, scroll, or other item you possess. Tell the stranger it is by the will of Mishakel that you share your healing gifts. You may also use your Heal skill to perform this act of healing service. If you can’t find a stranger who will accept your offer, stand beneath the open sky during the daylight hours. Blindfold yourself with a blue scarf and try to locate the sun in the sky through the layers of fabric. Gain a +2 sacred bonus on Perception checks.


Do you think that the obedience for sarenrae though I would trade out the 1st boon for the evangelist one at 5th level. Makes more sense.


Terevalis Unctio of House Mystic:

You may also want to check out the separate recruitment thread Storyteller Shadow put up.

Dragonlance Recruitment


Terevalis Unctio of House Mysti wrote:
Do you think that the obedience for sarenrae though I would trade out the 1st boon for the evangelist one at 5th level. Makes more sense.

I'll try to look at this tomorrow, tonight I'll have a long work night.


F. Castor wrote:

Terevalis Unctio of House Mystic:

You may also want to check out the separate recruitment thread Storyteller Shadow put up.

Dragonlance Recruitment

Thank you.


Interesting... I'll have to update Gerwyn to that template this evening.


Gerwyn wrote:
Interesting... I'll have to update Gerwyn to that template this evening.

It's still in draft form, just give me your comments and once I have feedback from everyone I will finalize!


I think using it is the best way to get a feel for it. I actually had a bit of time here to make the changes. Here are my thoughts:

*It's definitely less exploitable than the base Pathfinder template.
*The +4 and especially +6 stat boosts still make me a bit nervous. I suppose it feels right for a werebear to be monstrously strong, I'll admit, but +6 Strength seems like a bit much. +4 is probably okay enough. Maybe werebear should be +4 Str, +2 Con, -2 Dex?
*It feels a bit weird for all hybrid forms to get claws but no bite. Werewolves, at the very least, feel like they should get the opposite. Also feels kind of weird that werebears in bear form would only have a bite and no claws, if I'm reading it right.
*I don't recall if the generic change shape monster ability makes it clear, but since you have at least a couple of characters proposed that stack additional shapeshifting on top of being a therianthrope, you might want to make explicit whether or not being in hybrid or animal form counts as a polymorph effect. I think it does, but I don't recall if it was explicit.
*The DR progression seems good.


I agree that the +6 to Str for the werebear is a little much. +4 should be good enough.

I think it would make sense for the base animal to keep its natural attacks in animal form. However, the increase restriction remains the same.

Thus, while a bear gets both bite and claws in bear form, the claws only benefit from the level 6 and 11 bonuses when in hybrid form.

Finally, despite there not being applicants yet who have chosen them, I think you should include stats for all of the official lycanthropes, as this recruitment is gonna go till the end of the month.


Explanations and Draft Revisions below. Let's see:

1) I gave the Werebear a +6 Strength but a -2 Dexterity to balance it out. Bears get a +16 in the MM...

2) So base animal forms keeping what they already have based on MM entries whether bite or claw or both. Meanwhile ALL Hybrids get Claw & Bite. That sound better?

3) I will look at the ruling on whether Shapechange counts as a Polymorph effect, I think it does as well Gerwyn.

4) I can add more Lycans, will try to get to that tomorrow.

I received a PM that the progression for claws and bite at 6 and 11 maybe should be removed as it only really benefits the warrior type classes. Thoughts?

PM also discussed all or at least some of the Lycans getting Scent. I strongly considered this but did not because I did not want to give out a free feat with a +1 CR Template.

Keep your thoughts coming folks!


From the official(+1 CR) template:

Special Attacks: A lycanthrope retains all the special attacks, qualities, and abilities of the base creature. In hybrid or animal form it gains the special attacks, qualities, and abilities of the base animal. A lycanthrope also gains low-light vision, scent, and the following.(This is change shape).

So, all lycanthropes automatically keep the attacks of the base animal in animal form, and they all get scent as well.

I don't see a problem keeping the 6/11 progressions. Sure, it obviously benefits warrior types over others, but that isn't unfair or anything. It would be like asking to remove the paralyzing touch of the lich, cuz most liches won't bother attacking people...


DM Lycan wrote:

Explanations and Draft Revisions below. Let's see:

1) I gave the Werebear a +6 Strength but a -2 Dexterity to balance it out. Bears get a +16 in the MM...

I do recognize that's what you're going for, I'm just nervous that a human were-bear barbarian could have a strength of 30 while raging, and that any other melee build would be pathetic in comparison. Of course, if we're not going to have any werebear barbarians (or other high-damage melee specialists) in the party, that might not be an issue.

DM Lycan wrote:


2) So base animal forms keeping what they already have based on MM entries whether bite or claw or both. Meanwhile ALL Hybrids get Claw & Bite. That sound better?

I'd agree on animal forms keeping what they normally have. For hybrid forms... I might allow the player to choose between bite and claws. For some creatures their teeth are more iconic, for others their claws are.

DM Lycan wrote:


I received a PM that the progression for claws and bite at 6 and 11 maybe should be removed as it only really benefits the warrior type classes. Thoughts?

Almost *everything* about being a lycanthrope mainly benefits warriors. I don't really think that should be a reason to avoid it. Claw/Claw/Bite routines fall off in power at higher levels as iteratives become more useful, so I wouldn't be too worried about it. The bite does give an extra attack on a full attack if you're attacking with a manufactured weapon in hybrid form, but from my experience, it's difficult to keep a secondary natural attack during a normal attack routine relevant, because the system encourages you to focus on one type of attack. It's not impossible, but I'm not sure how effective you could make it.

On the other hand, just adding damage dice is a bit boring. Maybe it would be more palatable if the upgrades for bite attacks were something else? I'll give it some thought and see if I can come up with an idea.

DM Lycan wrote:


PM also discussed all or at least some of the Lycans getting Scent. I strongly considered this but did not because I did not want to give out a free feat with a +1 CR Template.

Perhaps if you only had scent in animal form? There doesn't seem to be a lot of reason for most lycanthropes to fight in animal form--hybrid form is almost always superior--so giving animal form something unique to it seems like it would be good.


I'm doing a Harbinger Dread Prince for the Greyhawk game an I plan on utilizing a scorpion whip. Does anyone know of feats/abilities that circumvent the 4 or 5 feats needed for the Whip Mastery line to get a threatened area with a whip? Third party is fine.


Well, regarding werespider, claw just seems kinda off. Bite of course makes sense, but claw should probably go in exchange for something. maybe a bite 1 die size larger, or poison (though i hate monkeying with poison as a PC but i'm not against it) or some uses of web or a leaping attack of some sort.

as for me, being one of the ones planning on shapechanging as well, i don't see why it should be too much of an issue (but of course I am biased and not the GM). For instance, in the bestiary i see:

Sea Spider
Demonic Giant Spider
Spider Swarm
Dream Spider
Phase Spider
Drain Spider
Diamond Spider
Cutlass Spider
Ebon Spider
Elemental Spider
plus spider constructs, Nightskitter, etc.

My point being that a werespider would be cool mixed with some other flavor. like a fire elemental spider, or a construct spider, etc. Such would typically only be possible if one were to use a polymorph effect on a shapechanger-subtype creature.


Perhaps a characters lycan template evolves as time goes on?


Johnnycat93 wrote:
I'm doing a Harbinger Dread Prince for the Greyhawk game an I plan on utilizing a scorpion whip. Does anyone know of feats/abilities that circumvent the 4 or 5 feats needed for the Whip Mastery line to get a threatened area with a whip? Third party is fine.

The best one is probably Landsknecht, gaining this ability at level 1:

Quote:

Threatening Demeanor (Ex): A landsknecht’s

fierce reputation and extensive training follows them
wherever they go. Even unarmed, they engender fear
and awe from those around them. Starting at 1st level, a
landsknecht is considered to be threatening all squares
within reach of his weapon, even if it is sheathed.

They get a ton more abilities for literally whipping their opponents about as they level up.

You also got Pain Taster and Blacksnake.


I think I can fit in a Landsknetch dip, thanks.


Johnnycat93 wrote:
I think I can fit in a Landsknetch dip, thanks.

You know, I didn't realize how well Landsknecht worked with whips until reading over that ability just now....

A ranger following Calistria can also ignore all of the prerequisites


oyzar wrote:
Johnnycat93 wrote:
I think I can fit in a Landsknetch dip, thanks.

You know, I didn't realize how well Landsknecht worked with whips until reading over that ability just now....

A ranger following Calistria can also ignore all of the prerequisites

Yeah, but Landsknetch is easier to fit in because I'm already an Initiator and it's only a level. I just have to wait 'till like level 8 because Harbinger is 3/4ths BAB.


Tenro wrote:

Well, regarding werespider, claw just seems kinda off. Bite of course makes sense, but claw should probably go in exchange for something. maybe a bite 1 die size larger, or poison (though i hate monkeying with poison as a PC but i'm not against it) or some uses of web or a leaping attack of some sort.

as for me, being one of the ones planning on shapechanging as well, i don't see why it should be too much of an issue (but of course I am biased and not the GM). For instance, in the bestiary i see:

Sea Spider
Demonic Giant Spider
Spider Swarm
Dream Spider
Phase Spider
Drain Spider
Diamond Spider
Cutlass Spider
Ebon Spider
Elemental Spider
plus spider constructs, Nightskitter, etc.

My point being that a werespider would be cool mixed with some other flavor. like a fire elemental spider, or a construct spider, etc. Such would typically only be possible if one were to use a polymorph effect on a shapechanger-subtype creature.

Fair point on the claws for sure Tenro. I'll think through this one more.

I'll give you an answer on the shapechange polymorph soon so you can start your build.


started looking at stuff for the werewolf apoc game. Thinking Lupus Theurge still debating what tribe but leaning either Uktena or Glass walker


Sounds good Browman!


DM Lycan wrote:
Tenro wrote:

Well, regarding werespider, claw just seems kinda off. Bite of course makes sense, but claw should probably go in exchange for something. maybe a bite 1 die size larger, or poison (though i hate monkeying with poison as a PC but i'm not against it) or some uses of web or a leaping attack of some sort.

as for me, being one of the ones planning on shapechanging as well, i don't see why it should be too much of an issue (but of course I am biased and not the GM). For instance, in the bestiary i see:

Sea Spider
Demonic Giant Spider
Spider Swarm
Dream Spider
Phase Spider
Drain Spider
Diamond Spider
Cutlass Spider
Ebon Spider
Elemental Spider
plus spider constructs, Nightskitter, etc.

My point being that a werespider would be cool mixed with some other flavor. like a fire elemental spider, or a construct spider, etc. Such would typically only be possible if one were to use a polymorph effect on a shapechanger-subtype creature.

Fair point on the claws for sure Tenro. I'll think through this one more.

I'll give you an answer on the shapechange polymorph soon so you can start your build.

This tomorrow as I have about 7 games to update and its not getting any earlier over here! :-(


Reposting this to make sure Lycan saw it:

From the official(+1 CR) template:

Special Attacks: A lycanthrope retains all the special attacks, qualities, and abilities of the base creature. In hybrid or animal form it gains the special attacks, qualities, and abilities of the base animal. A lycanthrope also gains low-light vision, scent, and the following.(This is change shape).

So, all lycanthropes automatically keep the attacks of the base animal in animal form, and they all get scent as well.

I don't see a problem keeping the 6/11 progressions. Sure, it obviously benefits warrior types over others, but that isn't unfair or anything. It would be like asking to remove the paralyzing touch of the lich, cuz most liches won't bother attacking people...


Johnnycat93 wrote:
oyzar wrote:
Johnnycat93 wrote:
I think I can fit in a Landsknetch dip, thanks.

You know, I didn't realize how well Landsknecht worked with whips until reading over that ability just now....

A ranger following Calistria can also ignore all of the prerequisites

Yeah, but Landsknetch is easier to fit in because I'm already an Initiator and it's only a level. I just have to wait 'till like level 8 because Harbinger is 3/4ths BAB.

Actually, there is a first level stance from mithral current with the same wording. You could just get that, though you probably still want the dip so you can use another stance.


no rush on my part. the new terraria/dungeon defenders crossover came out and the wife and i have been playing it non-stop


Tenro wrote:
no rush on my part. the new terraria/dungeon defenders crossover came out and the wife and i have been playing it non-stop

Alright. I need to get up early tomorrow (so I won;t be on the boards much later tonight) and I have my table top forgotten realms game tomorrow night. I will finalize all suggestions Saturday night as it seems I have gotten all the feedback I will be getting based on the slow down in the thread the next few days. After that we will have a final Template for all Lycans and everyone can finalize their submission!

Thank you all for your input!


Storyteller Phoenix wrote:

Submissions for Werewolf the Apocalypse

Shadow Lord - Lupus - Ahroun. Submitted by Edelsmirge.

Name TBD. Shadow Lord - TBD - TBD. Played by Michele Marra.

Name TBD. Glass Walker - Homid - Ragbash. Submitted Talomyr.

Name TBD. This s!#~ is all real secret... Submitted by Seth86.

Name TBD. Wendigo - Ahroun - Metis. (Tentative) Submitted by The Wyrm Ouroboros.

Any more submissions for Werewolf?

Post with your completed profile here if you have not done so already :-)

Seth86, I will PM you.


Storyteller Phoenix wrote:
Storyteller Phoenix wrote:

Submissions for Werewolf the Apocalypse

Shadow Lord - Lupus - Ahroun. Submitted by Edelsmirge.

Name TBD. Shadow Lord - TBD - TBD. Played by Michele Marra.

Name TBD. Glass Walker - Homid - Ragbash. Submitted Talomyr.

Name TBD. This s!#~ is all real secret... Submitted by Seth86.

Name TBD. Wendigo - Ahroun - Metis. (Tentative) Submitted by The Wyrm Ouroboros.

Any more submissions for Werewolf?

Post with your completed profile here if you have not done so already :-)

Seth86, I will PM you.

Working on my Uktena Lupus Theurge. Hope to have it finished tomorrow.


Nice, Love the Uktena!


Storyteller Phoenix wrote:
Nice, Love the Uktena!

I am trying to make him more "magically" focused so lots of stuff like occult, rituals, fetishes, gifts that seem more nature related or "magic"


That's what I love most about them :-)


Storyteller Phoenix wrote:
That's what I love most about them :-)

I am not terribly experienced with werewolf, so I probably didn't make it easy on myself. Werewolves are easy to make combat monsters out of, but we already had 2 Ahroun so it seemed like we had that covered.

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